Code archives/3D Graphics - Misc/LoadAlphaChannel
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| Huge Textures in 32 Bit TGA or PNG with Alpha Channel usually have big filesizes. To shrink the Release Size it is sometimes better to use a JPG for the RGB Channels and a 8-Bit PNG for the Alpha Channel. | |||||
; example , texture flags have to be used individually, but
; of course the Flag 2 (alpha) must be set.
; Both textures need to have the same size.
; loading the RGB channels from a lossy compressed JPG:
hudtex=LoadTexture("data\hud.jpg",256 Or 16 Or 32 Or 2)
; Assigning the Alpha Channel form a 8- Bit PNG:
LoadAlphaChannel(hudtex,"data\hud_mask.png")
Function LoadAlphaChannel(id,file$)
tex4=LoadTexture(file$,2)
If tex4<>0
If TextureWidth(id)=TextureWidth(tex4)
If TextureHeight(id)=TextureHeight(tex4)
SetBuffer TextureBuffer(id)
LockBuffer(TextureBuffer(tex4))
LockBuffer(TextureBuffer(id))
For j=0 To TextureHeight(tex4)-1
For i=0 To TextureWidth(tex4)-1
argb=ReadPixelFast(i,j,TextureBuffer(tex4)) And $ffffff
r=(argb Shr 16)And $FF
g=(argb Shr 8)And $FF
b=argb And $FF
grey= ((r+g+b)/3)
If grey > 255 Then grey=255
rgb=(ReadPixelFast(i,j,TextureBuffer(id))) And $FFFFFF
WritePixelFast i,j,rgb Or (grey Shl 24),TextureBuffer(id)
Next
Next
UnlockBuffer(TextureBuffer(tex4))
UnlockBuffer(TextureBuffer(id))
SetBuffer BackBuffer()
EndIf
EndIf
FreeTexture tex4
EndIf
End Function |
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